The Law of Root · October 2025

without the fog.

The shortest useful path from opening the box to understanding what everyone is trying to do.

A fox adventurer from Root carrying a pack and axe
Official Root artwork by Kyle Ferrin
01

Start here

The whole game in four ideas

1

Reach 30 points

The instant someone reaches 30 victory points, they win. Every faction earns most points in its own way.

2

Control clearings

You rule a clearing when your warriors plus buildings outnumber every other player there. A tie means nobody rules.

3

Take your three phases

Every turn is Birdsong, Daylight, then Evening. Your faction board tells you exactly what happens in each.

4

Play your faction's game

Root is intentionally uneven. Cats build. Birds follow a decree. The Alliance spreads sympathy. Follow your board.

02

Standard setup

Seven things, in order

  1. 01

    Choose factions and first player

    Pick factions, then randomly choose seating order and the starting player.

  2. 02

    Scores start at zero

    Put every score marker on 0.

  3. 03

    Deal three cards each

    Shuffle and draw 3 each. In a 2-player game, remove all four dominance cards first.

  4. 04

    Place the four ruins

    Cover every map slot marked R.

  5. 05

    Fill the item supply

    Place the items shown by the map: 2 bags, 2 boots, 1 crossbow, 1 hammer, 2 swords, 2 tea, and 2 coins.

  6. 06

    Put out dice and reference cards

    Keep both battle dice near the map. Hand out overview cards if helpful.

  7. 07

    Set up each faction

    In printed setup order — A, B, C, and so on — follow the back of each faction board.

03

Every turn

Morning. Day. Night.

1

Birdsong

Your opening steps

Resolve your faction's start-of-turn effects in the order printed on your board.

2

Daylight

Your main actions

Move, battle, build, craft, or do the unique work that makes your faction score.

3

Evening

Score, draw, clean up

Resolve Evening in order, draw cards, then usually discard down to five.

“At the start” happens before anything else in that phase. “At the end” happens after everything else.

04

Shared actions

The moves everyone should know

C

Craft

Activate the crafting pieces shown on the card. Each crafting piece works once per turn. Take the effect; if it makes an item, also take that item and score its printed points.

M

Move

Move any positive number of your warriors and pawns along one path. You must rule the clearing you leave, the one you enter, or both.

B

Battle

Choose a clearing containing your warriors or pawn, then choose one enemy there as defender. Roll after any ambush.

R

Rule

Count only warriors and buildings. Tokens and pawns do not help. More than every opponent rules; a tie rules nothing.

05

Battle, simplified

Roll high. Remove pieces.

1

Ambush?

The defender may play one matching ambush. The attacker can cancel it with a matching ambush.

2

Roll both dice

The attacker gets the higher roll. The defender gets the lower roll.

3

Limit rolled hits

Your rolled hits cannot exceed your warriors in that clearing. Extra hits from effects can exceed this.

4

Deal hits together

Each side removes its own pieces: warriors first, then buildings or tokens. Removing enemy cardboard scores 1 point each.

06

Pick your faction

What everyone is really doing

These are orientation cards, not replacement player boards. Tap a faction to see the short version.

07

When rules collide

The golden rules

01

Card beats Law

If a card conflicts with the Law, follow the card.

02

Faction beats general

If both cannot be followed, the faction or hireling rule wins.

03

“Cannot” is absolute

It only changes when something explicitly says it can.

04

Be literal

Do exactly what the rule says. Move is not place. Similar words are not interchangeable.

05

Turn player breaks ambiguity

If simultaneous order or a decision is unclear, the current player chooses.

06

Finish one thing first

Do not interrupt an action or effect unless a rule explicitly allows it.

08

Rules helper

Ask the full Law.

The answer is grounded in the complete October 2025 rulebook and points you back to the relevant section.

The access code and DeepSeek key are never placed in this page. Your phone remembers the group code only on this device.

Need the exact wording?

Keep the official Law close.

Download the original 32-page PDF for edge cases, advanced setup, hirelings, landmarks, maps, and the full glossary.

Owner settings

Rules helper

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